genestealer cults - WarhammerGames.Ru

Transcription

genestealer cults - WarhammerGames.Ru
Fly Lords of Terra Present:
GENESTEALER
CULTS
Children of the Great Father
Dedicated to Paul Murphy, Tim Huckleberry and Phil Kelly
v3.0
CONTENTS
Introduction Children of the Great Father
Genestealer Cult Modeling Army Special Rules and Wargear
Army List
Genestealer Cult Characters
Cult Activity Galactic Map Cult Adversary Characters Apocalypse Formation
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Produced by Fly Lords of Terra
theflylordsofterra.blogspot.com
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www.belloflostsouls.net
"The crimes of Cultist exceed the sins of all others; and we now
declare what punishment they deserve, both as Heretics or as
Apostates. Now Heretics, according to St. Lucius, are punished
in various ways, as by imprisonment, confiscation of goods, and
death. The Witchhunter is fully informed concerning all these
by consulting the Liber Heresius. Indeed even the Cultist's
followers, protectors, patrons and defenders incur the heaviest
penalties. For, besides the punishments inflicted upon them,
Heretics, together with their patrons, protectors and defenders
forfeit all benefits of Eccleisarchy and Imperium. But if a
Cultist be convicted, he must at once be burned. For if they who
counterfeit money are summarily put to death, how much more
must they who counterfeit the Faith?
But to punish Cultists in these ways does not seem sufficient,
since they are not simple Heretics, but Apostates. More than
this, in their very apostasy they do not deny the Emperor for
any fear of men or material gain, but instead give homage to
the very monstrosities among them by offering their bodies
and souls. Is is clear enough from this that, however much the
Cultist claim innocence and Faith, they must not be punished like
other Heretics, but must be made to suffer the extreme penalty.
The Liber Heresius says concerning those who cohabit with
monstosities, that only in cleansing fire shall the Emperor grant
absolution."
-The Hereticus Mallificarum, Argument XIII by Inqusitor Seygle, regarding
punishment for False Cults
Genestealer Cults
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INTRODUCTION
Welcome, friend, to an index of forbidden lore. Find herein details of the
nefarious Genestealer Cults, who lie in wait, patiently gnawing at the
underbelly of the Imperium. Their number is unknowable; their determination
is absolute. When the Children of the Great Father rise, calamity, destruction
and despair walk in their wake.
FROM THE AUTHOR
WHY COLLECT A GENESTEALER CULT?
We hope this will be an exciting and fun-filled
Warhammer 40,000 supplement. The Genestealer Cult
has been with us from as far back as Rogue Trader in the
late 1980s. Back then, we had no idea of the connections
between the utterly alien Genestealers and the Tyranid
Hivefleets; one of the great “unveilings” GW has ever
pulled off in the history of Warhammer 40,000. The list
however has stuck with us and stayed in a nice warm
part of our hearts.
At the end of the day, the Genestealer Cult is an army for
true believers. If you are looking for whiz-bang weapons,
ceramite encased warriors or unstoppable tanks, you’ve
found the wrong list. If however you have a bent towards
the subversive, if you root for the underdog, or if you
just want to show the Imperium what a band of raging
fanatics backed up by their scheming masters can do,
then look no further.
The Cult list saw several iterations over the years,
starting with a couple of simple lists back in Rogue Trader
(including a Chaos-infused Genestealer Cult variant, no
less) and an update in the Citadel Journal many years
later during 3rd Edition. The list saw its golden era
during the days of Space Hulk and its expansion packs
and it seemed back then that everyone and their brother
had a bagful of genestealers and hybrids.
This list is an effort to refresh the Genestealer Cult for
the first time since its link to the Tyranid Hivefleets was
established, and in general to bring it forward into the
“present” of Warhammer 40,000. The army has been
updated and brought into the “new-style” codex layout
we have seen out of GW of late.
The list will get your creative juices flowing and allow a
set of enthusiast gamers and modelers a chance to dive
into fun games with a host of exotic but very familiar
(and probably dusty) units.
It is a labor of love and I sincerely hope you have a great
time taking the Genestealer Cult out for a spin.
-Fly Lords of Terra
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The Genestealer Cult is a list that combines some of the
cheapest, lowest quality units in the game with some
aggressive elites and heavy support choices. It is an
army that can be built out in a great variety of ways and
is a blast to play. As the Orks say; “If you win, you win
and if you lose it don’t count”...as you can always try, try
again.
HOW THIS MINI-DEX WORKS
This mini-dex is split into three main sections that deal
with different aspects of the army.
Children of the Great Father: This section goes over
the background of Genestealer Cults, how they are
formed, and how they fight. It describes the lifecycle
of the cult from initial infection all the way through to
planetary uprisings and assimilation by the Tyranid
Hivefleets.
Hobby Section: This section shows the cult in action on
the tabletop with an emphasis on painting and modeling
the army.
Genestealer Cult Army List: This section covers the
special rules and wargear available to the army and
presents each unit arranged so you can easily choose
an army for your games. A Force Organization chart is
listed along with the point values of each unit so army
construction can be done easily.
www.belloflostsouls.net
CHILDREN of the GREAT FATHER
GENESTEALERS PAST AND PRESENT
The genestealers were once thought to be a race of xenos
who sought to conquer the Imperium from within. They
infiltrate planets then infect citizens with their genetic
material, causing their children to be born genestealerhuman hybrids. A genestealer and its victims form a
secret cult on these planets. The creature’s monstrous
progeny mature in safety and secrecy until they are in
a position to challenge the planet’s rulers. These cults
seek to gain control over the host planet subtly, through
hidden manipulation of the populace and subversion of
the planetary government. They can put a potent force
into battle if threatened.
The actual truth is even more horrific. The genestealer is
not the source of the problem facing an infected Imperial
world, but only a harbinger. They are Tyranid seeding
and infiltration organisms who range far afield from
the Hivefleets seeking out new feeding grounds. Once
genestealers have established a strong cult of infected
followers on a world, it is only a matter of time before
they attract the notice of their masters and a full Tyranid
invasion is on the way.
GENESTEALER REPRODUCTION CYCLE
The genestealers method of reproduction is as alien
as their appearance. As with other Tyranid organisms,
there are no male or female genestealers. They do not
mate with each other and do not bear their own young.
Instead, genestealers infect members of other races with
their genetic material.
Genestealers are equipped with oviposters, or egg-layers,
in their tongues. They have the ability to mesmerise their
victims with their gaze, in much the way some predators
can paralyse their prey with terror. Once the victim is
subdued, the genestealer pierces the victim’s skin with its
tongue and deposits an “egg” in the soft tissue beneath.
This egg never hatches - in fact, “egg” is something of
a misnomer; it is more correctly considered a Tyranid
cancer. When implanted, the Tyranid DNA begins to
alter the host’s genetic structure, cell by cell, organ
by organ, wreaking particular damage to the victim’s
reproductive system. The victim shows no outward
sign of the infection. To the contrary, they gain some
of the genestealer’s remarkable strength, resilience
and longevity, becoming healthier than ever before.
The damage however is horribly evident in the victim’s
children.
When a victim infected by a genestealer mates,
his offspring are hybrids - part host organism, part
genestealer - with the genestealer traits predominate.
Once mature, these hybrids infect other victims. Their
children are also hybrids, though they look more like the
normal host organism; humans for the Imperium, but
orkoid and other xenos examples have been seen.
Genestealer Cults
The most horrifying aspect of the genestealer
reproductive cycle is that the hosts appear not to notice
or care that their children are monsters. The parents
love and cherish their twisted hybrid children, above and
beyond even normal parental affection. Whether this
is because of some power of the child or because the
parents are dominated by the latent power of the Tyranid
Hivemind is unknown.
Once the genestealers begin to infiltrate and infect a
new world, its days are numbered. A single genestealer
can infect hundreds and their hybrid children can
infect millions. Unless the infection is spotted early and
ruthlessly countered by Imperial authorities, in a short
span of decades the original culture is all but extinct. This
makes the genestealer cults terrible, implacable enemies
to the Imperium of Man, as even a single creature left
unchecked can threaten an entire world.
GENESTEALERS AND TECHNOLOGY
Though equipped with flexible, sensitive hands,
purestrain genestealers are mentally incapable of using
even the simplest of tools and weapons. The concept of
manipulating their environment through tools is alien
to their Tyranid psychology and they are not able to
comprehend the workings of the lance or the bolter. This
is extremely fortunate for their enemies, for in every
other way they are deadly warriors.
Their hybrid children however are not so limited. The first
generation tends to have the same mental shortcomings
as purestrains, but further generations - where the
host creature’s genes apparently have more influence gain some ability with tools and weapons. Though not
technological innovators, these later hybrids can use
equipment designed and built by others.
The cycle of infection continues until about the fourth
generation, when the hybrids are all but indistinguishable
from the original host creatures. The fourth generation
hybrids have no oviposters and mate in the normal host
organism’s fashion, but they may spawn host creatures,
hybrids, or purestrain genestealers seemingly at will.
SPACE HULKS
Space hulks are massive, derelict vessels, locked in
a strange, eternal voyage through the Warp. These
mysterious vessels appear rarely in Imperial space and
they can bring either great wealth or havoc to those who
happen upon them.
It is known that there are currents and eddies in the
Warp, which can trap a vessel in warpspace forever or
turn it from its course and deposit it back in realspace
light years - or centuries - from its intended destination.
Space hulks suffer an even worse fate. They have been
wrenched from their course and drift helplessly through
the Warp, travelling wherever the currents take them.
They may remain locked in Warpspace for centuries, or
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drop back into realspace minutes after entering the Warp.
GENESTEALER CULT GROWTH
It is impossible to determine where or when (or if) a
hulk will return to real space and even astropaths find it
difficult to predict a hulk’s movements. Once the hulk is
returned to realspace, it is not free. Minutes, hours, days
or years later it may be sucked back into the Warp, to
endure another uncertain, endless voyage.
There are many cults scattered throughout the Imperium.
In a time where psykers are emerging with increasing
frequency, when the Ruinous Powers and xenos stalk
the galaxy and the Inquisition ruthlessly suppress all
knowledge of these things, it is inevitable that the young,
foolish or ambitious will seek this knowledge on their
own. Such people often form religions, secret societies or
hidden cults where they can experiment, plot or worship
far from the prying eyes of the Imperial authorities.
There appears to be a pattern to the movement of space
hulks and periodically, two or more appear in realspace
at the same place and time. If one is empty and dead
and the other inhabited, the crew of the inhabited vessel
scavenges the other for metal, energy and spare parts,
seeking to repair their own dying ship or expand their
living space by binding the two vessels together. Over the
millennia, the patchwork constructs attain colossal size.
It is impossible to predict when a hulk will re-enter
the Warp, so anyone who boards them risks eternal
emprisonment. However, many are willing to take the
risk. Some hulks have been in existence since the Dark
Age of Technology or even earlier. Though their original
inhabitants are long dead, these vessels are treasure
troves of lost technology, containing secrets which could
bring unimaginable wealth to those who dare plunder
them.
INITIAL INFECTION
The Tyranid Hivefleets use space hulks to their advantage
in their tireless onslaughts of consumption. They board
any which cross their path, seeding them with Tyranid
infiltration organisms. If the space hulk is abandoned,
the seeding creatures enter a state of hibernation. If
there are survivors trapped onboard the hulk, they are
infected and the most powerful members of the new cult
placed into whatever protective environs are available.
Once the seeding is complete, the Hivefleet moves on.
The genestealers sleep and the hulk continues on its
eternal voyage. Though it may take centuries, inevitably
some day the space hulk will reappear in populated
space. It will be discovered and boarded by foolhardy
treasure-hunters.
When the space hulk is boarded, psychic triggers awaken
the sleeping genestealers. The boarding party is attacked,
infected and released. Several genestealers accompany
the party back to their ship, infect the ship’s crew as well
and then hide themselves in the ship’s cargoholds.
Psychically controlled by the genestealers, the ship’s crew
will not recall the attack and are not aware that they have
been infected or that they are carrying their masters in
their holds. When the ship reaches a populated planet or
outpost, an implanted crewman disembarks, accompanied
by a single genestealer. The vessel now becomes a
Tyranid plague carrier, bringing its cargo of infection and
despair to each planet it visits.
Once on the planet, the genestealer goes into hiding
and the crewman under his control begins to form a
genestealer cult.
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Most of these cults are harmless, run by religious
charlatans but some are more sinister. It is estimated
that there are tens of millions of such cults scattered
throughout the Imperium, with many dedicated to its
destruction, including genestealer cults.
When they arrive on a human planet, the genestealer
and its human thrall flee as far away as possible from
civilization, settling in the most remote part of the planet.
They travel either in the deep wilderness or in the bowels
of an abandoned inner city or hive. The genestealer
begins to prey on the humans around him and those he
infects join the cult. The first generation hybrid children
of the infected humans are well hidden from prying eyes.
A genestealer cult usually masquerades as a new religion
with the original human thrall as titular head. In outward
appearance the religion is completely harmless and often
laudable promoting hard work, cherishing the young and
respecting the old and encouraging extreme modesty.
Most of the cult’s priests and priestesses go about
completely robed at all times. The religious message
is simple, usually foretelling the coming arrival of the
Blessed Children or the Great Father, who will lead their
followers to eternal bliss.
As it grows in power and influence, the religion attracts
converts who have no idea of the sinister cult hiding
behind it. Eventually, these dupes are initiated into the
deeper mysteries of the faith - and infected themselves.
Though genestealers are driven by a ferocious and
instinctual need to infect victims to ensure the survival
of their Tyranid sub-species, the original purestrain - now
known as a Patriarch - restrains itself and its progeny
from infecting too many humans too fast, recognizing
that the religion’s rapid growth will arouse the suspicion
of Imperial authorities.
Years pass and eventually the third and fourth generation
hybrids are born. Some are virtually indistinguishable
from untainted humans. It is at this point that the cult
begins to spread its power across the planet. The titular
head of the religion, the original crewmember infected
by the Patriarch, is removed and his place is taken by a
fourth generation hybrid. The hybrid, having some of the
Patriarch’s psychic powers, literally mesmerises those
who see him, gaining new and more powerful members
for the cult.
Other fourth generation hybrids leave the close protection
of the cult, masquerading as diplomats, religious
missionaries, merchants or other travelers, and spread
the infection across the planet. These hyprids often gain
access to a planet’s ruling class and military leadership.
www.belloflostsouls.net
HIVE FLEET INVASION
greater frenzy and to frighten and demoralize the enemy.
Once a new generation of Purestrains has grown to
maturity, in the fifth generation, the brood-cycle is almost
complete. It is now time for the Patriarch to call out to
his Tyranid masters. By now ancient and hugely bloated
in both size and psychic power, the Patriarch retreats to
a secure location and enters into a long trancelike state.
During this time, the creature is focusing the latent
psychic power of all the cult followers, hybrids and other
purestrain genestealers into a psychic beacon visible to
the Hivefleets. As the power of the beacon is based on
the size of the cult, the Hivefleets will respond by moving
towards the worlds with the most powerful cults that
represent the richest food source.
When the enemy is demoralized or the battle hangs in
the balance, the coven itself enters the fray. Moving
close behind the fanatical mobs, drawing protection from
enemy fire by the seething mass of frenzied Cult Initiates
and Brood Brothers, the Magus, the Patriarch and the
coven move in for the kill, ripping their opponents apart
in an orgy of blood and destruction.
As the Hivefleets approach, they send forward a new
wave of seeding creatures to explore the new world.
The cult itself reaches a crescendo of activity. They rise
up and overthrow whatever remnants of authority may
remain and the Magus instills a rapturous joy and sense
of wonder into his flock as they foretell of the “Blessed
Children” returning to meet their Parents. Scattered
Imperial astropathic fragments from such overrun
worlds describe millions of infected cult members gladly
marching into the Tyranid feeding pools to be broken
down into raw DNA for their masters. None are spared
and at last even the Magus and Patriarch are consumed
as the Hivefleet strips the world to its mineral core and
moves on toward new feeding grounds.
GENESTEALER CULTS IN BATTLE
Close combat is at the heart of a genestealer cult’s battle
tactic - a massive wave assault of genestealers, hybrids
and human fanatics. If the attackers reach the enemy’s
position, the enemy is almost certainly doomed.
In battle, the cult is led by its Magus - a fourth generation
hybrid who is the figurehead leader of the cult. The
Patriarch continues to advise the Magus, but it leaves
the actual generalship to someone who is better able to
understand the opponent’s weaponry.
The Magus and Patriarch are accompanied by the core
of the cult, the coven, containing most of the early
generation hybrids and a small number of purestrain
genestealers recently born. The coven takes no part
in the early stages of the battle, merely directing the
other troops, providing a rallying point and awaiting the
moment to spring.
The cult won’t have a good deal of ranged weaponry at
its disposal - the brood members are indifferent to such
things and they are often difficult for any but legitimate
military forces to attain. Whatever ranged weapons
the cult has are concentrated in small coven units. On
occasion the Genestealer Cult have infiltrated the planet’s
PDF forces and may have access to a small core of high
quality military forces.
The bulk of the cult’s fanatic members are provided with
close assault weapons – hold out pistols if available,
rocks, clubs, swords, and the like. Forming up in massive
waves, they rush out onto the field, screaming wildly,
firing indiscriminately and waving the cult’s battle banner.
This has two purposes: to work them up into an even
Genestealer Cults
Of course, specific details vary from battle to battle. The
cult may have formal militry troops from infected PDF
forces. Other Tyranid seeding organisms such as lictors
may be in the vicinity, particularly in the later stages of
cult activity when they have attracted the attention of
the roaming Hivefleets. If the cult has been discovered
early in its life-cycle it may little to offer but hordes of
fanatics and early-generation hybrids. Whatever the
circumstances, the overall tactics remain the same: get in
close and tear the enemy apart.
This text borrows heavily from Paul Murphy’s
“Genestealers” article from White Dwarfs 114, 115
Origins of the Deathwing
The Dark Angels Space Marine Chapter recruits from
hundreds of worlds scattered about the Imperium. Their
mobile base, The Rock will return to each of these worlds
every few centuries to recruit a new wave of initiates.
Millenia ago, the First Company returned to their original
homeworld to discover it had been desecrated and their
nomadic people enslaved by a massive Genestealer Cult that
had crash-landed on the primitive world decades earlier.
Cut off from thier Chapter, the Dark Angel veterans
decided to stand against this outrage and attempt to save
their people. They painted their Terminator suits white in
the funerary tradition of their nomadic people, knowing
that few if any of them would return from this last task, and
grimly marched to war.
Years later, The Rock returned from a long campaign to
find a handful of their surviving veterans serving as tribal
leaders for the world's fully restored culture. The First
Company had purged every last taint of the Genestealer
Cult from the world.
To this day the Dark Angels have kept their Terminator
suits white in honor of their brother's noble sacrifice.
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GENESTEALER CULT MODELING
A Genestealer Cult army provides a myriad of opportunities for modeling using
minis old and new from ranges such as Imperial Guard, Tyranids, and even old
Spacehulk models.
A Hybrid Brood prepares an ambush.
Brood Initiates on
a rampage.
Brother Chavil
Brother Chavil is perhaps the most notorius Genestealer
Magus known to the Inquisition. An individual of stunning
charisma and charm, Chavil not only sought out high
ranking officials to convert into his Coven, he slowly and
patiently wormed his way into the ranks of the Ministorum.
Safely esconced in his high office, Chavil began a subtle
war of words upon the loyal ruling family of his world of
Adelphis IV. In time his words had spread far and wide,
and resulted in a false War of Faith being called upon
the planet's leaders. Taking this opportunity, Chavil's
Genestealer Cult rose up in a planetary-wide revolution that
threw Adelphis IV into utter chaos.
A Patriarch strikes.
"Welcome brother. Toil, Piety,
Love and Salvation are the gifts
of the Four-Armed Emperor."
Such was his power, that even some forces of the Adeptus
Sororitus fought in his name, and Brother Chavil was only
discovered when reports of Genestealer attacks upon the
noble family could no longer be covered up.
With righteous fury, the Ministorum forces onworld
destroyed his cult in a vicous yearlong purge, but Chavil
himself was never found.
A Typical Cult Gun Truck
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www.belloflostsouls.net
Brood Comrade aiming a missile launcher.
A Patriarch and bodyguard break cover and attack.
A Brood Brother infiltrates a position.
A Brood Comrade Tank on the prowl.
"The Great Father approaches.
Rise up my children and prepare
the way to Paradise!"
The Arbitrators marched down the hallway, las-pistol fire bouncing off of their polished carapace breastplates.
Their Proctor took aim carefully and with practiced motions emptied his bolter into the monstrous genestealer
before him.
The creature slumped, causing two nearby cultists to turn in horror. They looked on in disbelief at the broken
form of their grandfather, bleeding heavily from the ragged holes in its chitin. Their tears welled up as they fell
to their knees beside him, gently taking his claws as they felt his life slipping away.
As they embraced the dying genestealer, their grief turned to anger. They spun suddenly and faced the Arbitrators
who stood and watched with amazement. The pair struck suddenly, slipping their knives into the neck of the
nearby Arbites Proctor.
They must make their grandfather proud of them...
Genestealer Cults
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GENESTEALER CULT ARMY LIST
The Genestealer Cult has the following units.
HQ
ELITE:
TROOPS:
FAST ATTACK:
HEAVY SUPPORT:
0-1 Genestealer Patriarch, 0-1 Genestealer Magus
Genestealer Brood, Genestealer Hybrids
Brood Brothers, Brood Initiates
Brood Truckers, Brood Bikers, 0-1 Seeding Lictors
0-1 Brood Comrade Tank, 0-1 Brood Comrades Platoon
Hybrid Monstrosity
Codex: Imperial Guard and Codex: Tyranids are necessary to use
this armylist.
GENESTEALER CULT SPECIAL RULES
ARMY SPECIAL RULES
Blessed be the Father: Any Genestealer Cult units
within 12” of a Patriarch or Magus may use their
Leadership when making Leadership or Morale tests.
The Father has Fallen: The loss of the Genestealer
Cult’s leaders is an almost unimaginable concept for cult
followers. As they are unshakable when defending their
masters, a leaderless cult quickly loses focus and falls
into disarray. All Genestealer Cult units in an army which
has lost all of its Patriarchs and Maguses are at -1 Ld for
the rest of the game.
UNIT SPECIAL RULES
Live to Fight. Cult Leaders have a strong sense of selfpreservation. At the beginning of the Leader’s movement
phase, and for his Movement phase only, the model is
not considered locked in close combat. This means that
he can move normally; leaving an ongoing close combat,
ignoring any units with which he was engaged. A Leader
may not assault on the turn he uses the Live to Fight
ability.
Devoted: The elite forces of a Genestealer Cult surround
their masters, and willingly lay down their lives to defend
them. If a Patriarch or Magus suffers a wound from any
enemy source, he may allocate that wound to any model
within 6” with the devoted rule. The wound is allocated
before saving throws are attempted.
Civilian Vehicle: Genestealer Cult members use easily
disguised civilian vehicles. To represent this, the vehicle
or unit may always be deployed at the start of the battle,
even in scenarios where they could not normally be
deployed. For example, in a mission with the Dawn of
War deployment, the vehicle or unit could always setup at
the start of the battle instead of being placed in reserve.
Civilian Vehicle models destroyed for any reason are
removed from the tabletop due to their light construction.
PSYCHIC POWERS
Transfixing Gaze. Genestealer Patriarchs are possessed
of a powerful force of will. They can harness their psychic
power to dominate those near them with a disarming
gaze.
This Psychic power is used in the assault phase. If
successful, then any enemy model in base contact with
10
the Patriarch must make a Leadership test. If the test
is failed, the model may not attack in the Assault Phase
and will be hit automatically by any close combat attacks
that are directed against it. Enemy models without a
Leadership value cannot be affected by this power.
Voice of Reason. A Genestealer Magus is unnaturally
charismatic. They are able to lull almost anyone into a
false sense of security by focusing their potent psychic
abilities into their voice.
Voice of Reason is a Psychic power used at the start of
Magus’ turn. Select any single enemy unit within 12”
and line of sight. If the psychic test is passed, both
players roll a d6 and add the highest leadership of
their respective models. If the Magus’ total is equal or
higher than the target squad, they are Pinned until the
beginning of the Genestealer Cult player’s next turn. The
Magus may not use the power in Assault.
WARGEAR
Satchel Charge. Trusted cult members often strap crude
explosives to their bodies and hurl themselves at closeby enemies. These unstable home-made devices are as
much a threat to the cult as to its foes.
A satchel charge may be used in the shooting phase
instead of firing a ranged weapon or the assault phase
instead of attacking. If used in close combat, the satchel
charge is resolved at an effective Initiative of 5. Place
the 3” Blast template anywhere in contact with the
model using the satchel charge. All models, friend or
foe, touched by the template suffer a S7 AP3 hit. Once
the results are determined the model using the satchel
charge is removed.
If used by a model in close combat, any wounds inflicted
by the satchel charge count toward the combat result.
If a model carrying a satchel charge is killed before using
it, it explodes on a 4+. Center the blast on the dead
model and resolve it as above.
Cult Mortar. A heavy but simple improvised mortar
is often mounted in cult vehicles. They pack a potent
warhead, but have poor range.
Cult Mortar
R:G24”S:5
AP:5
Heavy 1, Blast
www.belloflostsouls.net
HQ
0-1 GENESTEALER PATRIARCH
Patriarch
WS
7
BS
0
S
5
Unit Type:
• Infantry
T
5
COST: 80 POINTS
W
4
I
6
A
3
Ld
10
Biomorphs:
• May have one of the following
Biomorph upgrades:
- Implant attack for +15 pts
- Acid blood for +15 pts
Special Rules:
• Independent character
• Psyker
• Fearless
• Transfixing gaze
• Live to fight
• Inhuman strength
Number/squad:
• 1
Wargear:
• Rending claws
Sv
4+
Transport:
• The Patriarch and up to one
Genestealer bodyguard brood
may select a Coven Limousine
as a dedicated transport vehicle
for +35 pts
Inhuman Strength: So powerful is the Patriarch that all wounds caused by it ignore armor saves in the same
manner as power weapons.
Live to Fight: Cult Leaders have a strong sense of self-preservation. At the beginning of the Leader’s movement
phase, and for his Movement phase only, the model is not considered locked in close combat. This means that he can
move normally; leaving an ongoing close combat, ignoring any units with which he was engaged. A Leader may not
assault on the turn he uses the Live to Fight ability.
0-1 GENESTEALER MAGUS
COST: 50 POINTS
T
3
Magus WS
3
Unit Type:
• Infantry
Number/squad:
• 1
Wargear:
• Refractor field
• Laspistol
• Power weapon
BS
4
S
3
W
2
I
4
A
1+1
Special Rules:
• Independent character
• Psyker
• Fearless
• Voice of reason
• Live to fight
Ld
9
Sv
Transport:
• The Magus and up to one
Hybrid bodyguard brood with
no heavy weapons may select a
Coven Limousine as a dedicated
transport vehicle for +35 pts
Options:
• May replace laspistol with one
of the following:
- Bolt pistol for +1 pt
- Plasma pistol for +10 pts
Live to Fight: Cult Leaders have a strong sense of self-preservation. At the beginning of the Leader’s movement
phase, and for his Movement phase only, the model is not considered locked in close combat. This means that he can
move normally; leaving an ongoing close combat, ignoring any units with which he was engaged. A Leader may not
assault on the turn he uses the Live to Fight ability.
Genestealer Cults
11
ELITES
GENESTEALER BROOD COST: 45 POINTS
Genestealer
WS
6
BS
0
S
4
T
4
W
1
I
6
A
2
Ld
10
Sv
5+
Note: A Genestealer Cult that includes a Patriarch may also include one Genestealer Brood as a
bodyguard. Only this unit gains the Devoted special rule. Additionally, the Genestealer bodyguard brood
does not take up any Force Organization Chart selections but is otherwise treated as a separate HQ unit.
The bodyguard’s only transport option is the Patriarch’s Coven Limousine.
Unit Composition:
• 3 Genestealers
Transport:
• The squad may select a Coven
Limousine as a dedicated
transport vehicle for +35 pts
Options:
• The unit may include up to
three additional Genestealers
for +14 pts each
Unit Type:
• Infantry
• The entire squad may have any
of the following biomorphs if
they do not have a transport
option:
- Scything talons...+2 pts each
- Adrenal Glands....+4 pts each
- Toxin Sacs..........+3 pts each
Wargear:
• Rending claws
Special Rules:
• Fleet
• Infiltrate
• Move through cover
Devoted (bodyguard unit only): The elite forces of a Genestealer Cult surround their masters, and willingly lay
down their lives to defend them. If a Patriarch or Magus suffers a wound from any enemy source, he may allocate that
wound to any model within 6” with the devoted rule. The wound is allocated before saving throws are attempted.
HYBRID BROOD
COST: 45 POINTS
BS
3
3
WS
Hybrid
4
Hybrid Acolyte 4
S
3
3
T
3
3
W
1
1
I
5
5
A
1+1
2+1
Ld
8
8
Sv
5+
5+
Note: A Genestealer Cult that includes a Magus may also include one Hybrid Brood as a bodyguard. Only
this unit gains the Devoted special rule. Additionally, the Hybrid bodyguard brood does not take up any
Force Organization Chart selections but is otherwise treated as a separate HQ unit. The bodyguard’s only
transport option is the Magus’s Coven Limousine.
Unit Composition:
• 3 Hybrids
• 1 Acolyte
Character:
• The Acolyte may have rending
claws for +5 pts
Unit Type:
• Infantry
• The Acolyte may have toxin
sacs for +3 pts
Wargear:
• Laspistol
• Frag grenades
• Scything talons
Options:
• The squad may include up to
four additional Hybrids for +10
pts each
• Up to two Hybrids may use the
following options:
Special Rules:
• Infiltrate
Replace their laspistol with one
of the following:
-Autocannon for +10 pts
-Missile Launcher for +15 pts
-Flamer for +5 pts
Transport:
• A squad with no heavy weapons
may select a Coven Limousine
as a dedicated transport vehicle
for +35 pts. They lose the
Infiltrate special rule.
Devoted (bodyguard unit only): The elite forces of a Genestealer Cult surround their masters, and willingly lay
down their lives to defend them. If a Patriarch or Magus suffers a wound from any enemy source, he may allocate that
wound to any model within 6” with the devoted rule. The wound is allocated before saving throws are attempted.
12
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TROOPS
BROOD BROTHERS
COST: 55 POINTS
S
3
3
WS
Brother
3
Hybrid Acolyte 4
BS
2
3
Unit Composition:
• 9 Brothers
• 1 Hybrid Acolyte
T
3
3
W
1
1
A
1+1
2+1
Ld
6
8
• The Acolyte may be armed with
a satchel charge for +15 pts
Options:
• The squad may include up to
ten additional Brothers for +6
pts each
Wargear:
• Laspistol
• Close Combat Weapon
(Brothers only)
• Frag grenades
• Scything talons (Acolyte only)
• One Brother may be upgraded
with one of the following:
- Heavy stubber for +5 pts
- Grenade launcher for +5 pts
- Flamer for +5 pts
• If the squad numbers twenty,
a second Brother may replace
Character:
• The Acolyte may be armed with
toxin sacs for +3pts
• The Acolyte may have the
BROOD INITIATES
COST: 35 POINTS
S
2
3
BS
2
3
Transport:
• The squad of ten models
may select a Brood Truck as
a dedicated transport vehicle
for +25 pts. They lose the
Infiltrate special rule.
• The entire squad may replace
their laspistols and close
combat weapons with shotguns
for free
Special Rules:
• Infiltrate
Sv
6+
5+
his weapons with one of the
following options
- Heavy stubber for +5 pts
- Grenade launcher for +5 pts
- Flamer for +5 pts
rending claws for +5 pts
Unit Type:
• Infantry
WS
Initiate
2
Hybrid Acolyte 4
I
3
5
T
3
3
W
1
1
I
2
5
A
1
2+1
Ld
5
8
Sv
5+
A Genestealer Cult Army MUST field at least one but no more than 2 Brood Initiates unit for every Brood
Brother unit in it.
Special Rules:
ten additional Initiates for +3
Unit Composition:
•
Rage
pts each
• 9 Initiates
• Furious charge
• 1 Hybrid Acolyte
• Unwashed masses
• The squad may be armed with
frag grenades for +1 pt each
Unit Type:
Character:
• Infantry
• If the squad numbers twenty,
• The Acolyte may be armed with
toxin sacs for +3 pts
one Initiate may be upgraded
Wargear:
with a Flamer for +5 pts
• The Acolyte may have rending
• Laspistol
claws for +5 pts
• Scything talons (Acolyte only)
Options:
• The squad may include up to
Unwashed Masses: The vast majority of a Genestealer Cult is made up of these recently initiated fanatical masses.
They are as common as they are unreliable, making them little more than cannon-fodder on the battlefield. A Brood
Initiate unit does not take up any Force Organization Chart selections but is otherwise treated as a separate Troops
unit. If the unit fails a Morale test for any reason, they disperse in terror and are removed from play.
Genestealer Cults
13
GENESTEALER CULT TRANSPORT OPTIONS
COVEN LIMOUSINE
COST: 35 POINTS
Front Side
10
10
Limousine
BS
3
Wargear:
iFixed forward heavy stubber (in disguised mount)
iSmokescreen (smoke launcher)
Rear
10
Special Rules:
Vehicle Upgrades:
iFast
iHybrid Driver for +10 points
iTransport(8)
iAccess Points (2 side doors)
iCivilian Vehicle
Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or
unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed.
For example, in a mission with the Dawn of War deployment, the vehicle or unit could always setup at the start of
the battle instead of being placed in reserve. Civilian Vehicle models destroyed for any reason are removed from the
tabletop due to their light construction.
Hybrid Driver: The drivers of this vehicle are Hybrids. The vehicle treates Stunned results as Shaken.
BROOD TRUCK
Brood Truck
COST: 25 POINTS
Type Open-
topped
BS
2
Front Side
9
9
Wargear:
• Turret mounted heavy stubber
Rear
9
Special Rules:
iFast
iTransport (10)
iCivilian Vehicle
Vehicle Upgrades:
iHybrid Driver for +10 points
Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or
unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed.
For example, in a mission with the Dawn of War deployment, the vehicle or unit could always setup at the start of
the battle instead of being placed in reserve. Civilian Vehicle models destroyed for any reason are removed from the
tabletop due to their light construction.
Hybrid Driver: The drivers of this vehicle are Hybrids. The vehicle treates Stunned results as Shaken.
COMRADE CHIMERA COST: 55
BS
3
14
Chimera
Type Tank
See Codex: Imperial Guard
Front Side
12
10
Rear
10
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FAST ATTACK
BROOD BIKERS
COST: 55 POINTS
BS
2
3
WS
Biker
3
Hybrid Acolyte 4
S
3
3
Unit Composition:
• 4 Bikers
• 1 Hybrid Acolyte
T
3(4)
3(4)
W
1
1
I
3
5
A
1
2+1
Ld
6
8
Character:
• The Acolyte may be armed with
a toxin sacs for +3 pts
• The Acolyte may have rending
claws for +5 pts
Unit Type:
• Bikes
- Grenade launcher for +5 pts
- Flamer for +5 pts
• If the squad numbers ten,
a second Biker may replace
his laspistol with one of the
following options
- Grenade launcher for +5 pts
- Flamer for +5 pts
• The Acolyte may be armed with
a satchel charge for +15 pts
Wargear:
• Laspistol
• Frag grenades
• Scything talons (Acolyte only)
Options:
• The squad may include up to
five additional Bikers for +10
pts each
• One Biker may be upgraded
with one of the following:
Special Rules:
• Civilian Vehicle
Sv
5+
4+
Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or
unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed.
For example, in a mission with the Dawn of War deployment, the vehicle or unit could always setup at the start of
the battle instead of being placed in reserve. Civilian Vehicle models destroyed for any reason are removed from the
tabletop due to their light construction.
0-1 SEEDING LICTORS
COST: 60 POINTS
T
4
Lictor
WS
6
Unit Composition:
• 1-3 Seeding Lictors
Unit Type:
• Infantry
BS
3
S
5
W
2
Wargear:
• Rending claws
• Flesh hooks
I
6
A
3
Ld
10
Sv
Special Rules:
• Preferred Enemy
• Hit & run
• Stealth
• Secret terror
• Mimic
Secret Terror: Seeding Lictors operate far ahead of the Hive-fleets and must survive unsupported for extended
periods of time. They have adapted to their solitary role by enhancing their already formidable stealth and mimicing
skills at the expense of raw brute force and thick chitin. Seeding Lictors deploy using the Reserves rule individually,
regardless of mission, to represent them leaping out from concealment amidst unwary enemies. They must each be
placed anywhere on the tabletop within 2” coherancy with an enemy infantry model. If no such model is available
the Seeding Lictor will not be destroyed but instead is placed back into reserve and may appear on a later turn. A
Seeding Lictor may not move, shoot or run, but may assualt the turn it arrives from reserve.
Mimic: The Seeding Lictor’s chameleonic scales and dexterity can approximate almost any nearby creature. It always
receives a 5+ Invulnerable Save. Enemies who wish to fire on a Seeding Lictor must pass a Leadership test to do so.
If the test is failed, they give up their ability to fire this turn.
Genestealer Cults
15
COST: 25
FAST ATTACK
Type BS
Front Side
Rear
Open-
topped
2
10
9
BROOD TRUCKERS
Unit Composition:
• 1-3 Brood Gun Trucks
9
Special Rules:
• Fast
• Civilian Vehicle
Wargear:
• Turret mounted twin-linked
heavy stubber
•
Options:
• Replace twin-linked heavy
stubber with
–Cult Mortar for free
One Gun Truck may replace
its twin-linked heavy stubber
with an autocannon for +5
pts
Vehicle Upgrades:
• Hybrid Driver for +10 pts
Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or
unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed.
For example, in a mission with the Dawn of War deployment, the vehicle or unit could always setup at the start of
the battle instead of being placed in reserve. Civilian Vehicle models destroyed for any reason are removed from the
tabletop due to their light construction.
Hybrid Driver: The drivers of this vehicle are Hybrids. The vehicle treates Stunned results as Shaken.
HEAVY SUPPORT
0-1 BROOD COMRADE TANK SQUADRON
COST: SEE BELOW
A Genestealer Cult army may take one of the following selections: Leman Russ, Sentinel Squadron.
COST: 150 Type BS
Front Side Rear
Leman Russ Squadron
Tank
3
14
Unit Composition:
1-2 Leman Russes
Special Rules:
• Lumbering Behemoth
Wargear:
• Turret mounted battle cannon
• Hull mounted heavy bolter
• Smoke launcher
• Searchlight
Options:
• Replace hull mounted heavy
bolter with lascannon for +15
pts
13
10
• Add a pair of heavy bolter or
heavy flamer sponsons for +20
pts
Vehicle Upgrades:
• Extra armor for +15 pts
• Pintle mounted heavy stubber
for +10 pts
• Dozer blade for +10 pts
• Hybrid crew for +10 pts
Hybrid Crew: The crew of this tank has been replaced by Hybrids. The vehicle treats Stunned results as shaken, but
its BS is reduced to 2 due to unfamiliarity with the vehicle.
COST: 55
Sentinel Squadron
Unit Composition:
• 1-3 Sentinels
Wargear:
• Heavy flamer
• Searchlight
Type WS
BS S
Front Side
Rear
I
A
Walker 3
3
5
10
10
3
1
Special Rules:
• Scout
• Move thru cover
Options:
• Replace heavy flamer with
–Multi-laser for +5 pts
-Missile launcher for +10 pts
- Autocannon for +5 pts
- Lascannon for +15 pts
10
Vehicle Upgrades:
• Smoke launchers for +5 pts
• Hybrid crew for +10 pts
Hybrid Crew: The crew of this Sentinel has been replaced by Hybrids. The vehicle treats Stunned results as Shaken,
but its BS is reduced to 2 due to unfamiliarity with the vehicle.
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HEAVY SUPPORT
0-1 BROOD COMRADES PLATOON
COST: See Codex Imperial Guard
Compostion: 1 Platoon Command Squad, 1-3 Infantry Squads, 0-2 Heavy Weapons Squads,
0-1 Special Weapon Squads. The Brood Comrade Platoon counts as a single Heavy Support choice on the Force
Organization Chart when deployed, and is rolled for collectively when rolling for reserves. Commisars are forbidden.
HYBRID MONSTROSITY
COST: 120 POINTS
T
6
Monstrosity
WS
5
Unit Composition:
• 1-2 Hybrid Monstrosity
Weapons and Biomorphs
• Acid Spray (Codex Tyranids)
BS
0
S
6
W
4
I
3
A
4
Ld
8
Unit Type:
• Monstrous Creature
- moves as a Beast
Sv
4+
Special Rules
• Fearless
• Hyper Predator
Hyper Predator: Hybrid Monstrosities are a result of Genestealer infection of a planet’s larger predators. Normally
free-ranging beasts, their will can be somewhat controlled by a nearby Patriarch or Magus. Herded into combat, the
Hybrid Monstrosities charge directly into enemy lines causing terrible damage. Hybrid Monstrosities move as Beasts.
Any Monstrosity misses in close combat are resolved as hits by the creature on friendly models of your choice in the
same close combat. If no friendly models are available, these attacks are simply misses.
The Beast of Barria
Upon the feral world of Barria, far in the Ultima Segmuntum a Genestealer Cult was rooted out by Ordo Hereticus
Inquisitor Georges Kuster. Kuster and his retinue sent out priority requests for assistance and moved to cut out the heart
of the Coven personally. His entourage was never heard from again.
In time, the Space Sharks Space Marine Chapter arrived to answer the Inquisitor's call and began immediate combat
operations. After a grueling four-week purge, the Chapter had isolated the Patriarch, and launched a Terminator assault
on its position. The so called "Beast of Barria" was not easily felled. With its cult already dead it lashed out in an orgy of
monstrous self-destruction, laying low over two thirds of the Space Shark's 1st Company and their Chief Librarian before
being put to the torch.
It is a blow to the Chapter that will be slow to heal.
Genestealer Cults
17
The Beast of Barria
COST: 135 POINTS
Beast
WS BS S T W I A Ld Sv
6 0 6 5 4 5 3 10 4+
A Genestealer Cult army may include the Beast. If you decide to take him, he
counts as the army’s Patriarch. The army may not include a 2nd Patriarch, but
all other Genestealer Cult HQ choices are available.
"The loss of a thousand children would drive
any to madness and mayhem."
-Unnamed Acolyte of the Violet Emperor; Barria
Unit Type:
• Monstrous Creature
Wargear:
• Rending Claws
Special Rules
• Psyker
• Fearless
Number/Squad:
• Eternal Warrior
• 1
• Transfixing gaze
• Implant Attack Biomorph
• Cornered Beast
Cornered Beast: The Patriarch known as the Beast of Barria had a monstrous will and no desire to run from its foes.
It was at its strongest and most dangerous when finally cornered and forced to fight for both its life and the life of its
Cult. An army led by the Beast of Barilla may not include a Magus, Brood Comrades, or Brood Comrade Tanks. The
Beast of Barilla gains +1A for every enemy model in base contact, determined at the beginning of the assault Phase.
Brother Chavil
COST: 75 POINTS
Chavil
WS BS S T W I A Ld Sv
3 4 3 3 3 4 1 10 -
A Genestealer Cult army may include Chavil. If you decide to take him, he
counts as the army’s Majus. The army may include a 2nd Majus.
"Governor, priests of the Church of the
Benevelant Father are sure to bolster your men."
-Brother Chavil addressing Governor Kerr of Adelphus IV
Unit Type:
• Infantry
Number/Squad:
• 1
Wargear:
• Bolt Pistol
• Rosarius
• Power Weapon
Special Rules
• Independent character
• Psyker
• Fearless
• Voice of reason
• Live to fight
• Ministorum Contacts
Live to Fight: Cult Leaders have a strong sense of self-preservation. At the beginning of the Leader’s movement
phase, and for his Movement phase only, the model is not considered locked in close combat. This means that he can
move normally; leaving an ongoing close combat, ignoring any units with which he was engaged. A Leader may not
assault on the turn he uses the Live to Fight ability.
Ministorum Contacts: The infamous Genestealer Magus Brother Chavil wormed his way high into the ranks of the
Ministorum. He threw his world into rebellion in a false War of Faith against its loyal Imperial ruling family. An army
led by Brother Chavil may not include a Patriarch, Genestealers, or Hybrid Monstrosities. It may additionally select
Penetent Engines as Heavy Support choices and Sisters Repentia as Elites choices from Codex: Witchhunters.
18
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Genestealer Cults
19
Inquisitor Seygle
COST: 140 POINTS
Seygle
WS BS S T W I A Ld Sv
4 4 3 3 3 4 3 10 3+
A Witchhunter army may include Seygle. If you decide to take her, she counts
as the army’s HQ choice.
"The Cultist is a false prophet of Faith. Only in
cleansing fire may their Apostacy be undone."
-Inquisitor Seygle; Ordo Hereticus
Unit Type:
• Infantry
Wargear:
• Inferno Pistol
• Power Stake
• Inquisitorial Mandate
• Liber Heresius
• Psychic Hood
Number/Squad:
• 1
Special Rules
• Psyker
• Iron Will
• Independant Character
• Retinue
• Bloodhound
Bloodhound: Seygle has hunted Genestealer Cults for decades. She can detect their forces with uncanny ability, and
roots them out from their hidden enclaves mercilessly. At the start of each Witchhunter turn, roll 3d6. Genestealer
Cult models within this distance of Seygle may not take cover saves until the start of the next Witchhunter turn.
Captain Kundera
COST: 130 POINTS
Kundera
WS BS S T W I A Ld Sv
5 5 4 4 3 5 3 10 3+
A Space Marine army may include Kundera. If you decide to take him, he
counts as the army’s HQ choice.
"First Company in the sewers, genestealers in the
sewers. Only one in three came out alive..."
-Captain Kundera; Space Sharks First Company
Unit Type:
• Infantry
Number/Squad:
• 1
Wargear:
• Bolt Pistol
• Power Sword
• Power Armor
• Iron Halo
• Frag and krak grenades
Special Rules
• Independent character
• Preferred Enemy (Genestealer
Cults)
• Doom of the Great Father
• Hellfire
Doom of the Great Father: A veteran of the purging of Barria, Kundera enacts his vengeance on the Genestealer
Cults ruthlessly. A squad led by Kundera gains Furious Charge and Preferred Enemy (Genestealer Cults).
Hellfire: Kundera is a fanatical destroyer of Genestealer Cult uprisings and equips his men accordingly. All heavy
bolters in an army led by Kundera may additionally fire hellfire rounds.
This ammo uses the following profile: R:36” S:X
AP:4 Heavy 1, Blast, Poison (2+)
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GENESTEALER CULT UPRISING
Genestealer Cults are among the most insidious threats to the
Imperium. These secret covens spread their combination of false
belief and Tyranid infection throughout a world’s society, subverting
it completely in mere decades. It is only through the unwavering
vigilance of both the Inquisition and the Ministorum that the
majority of these cults are uncovered and destroyed in brutal purges.
POINTS: 150 + MODELS
Once rooted out and brought to battle, a Genestealer Cult is a terrible
foe. Led by their Patriarch and Magus leaders, hundreds of the infected
followers take to the streets. The Cult throws itself at opponents in a
mass of mob violence, backed up by the Cult’s inner coven of Hybrids and
Genestealers. Their enemy are often caught up in the sudden and chaotic
civilian violence and find themselves surrounded and overrun by the
seething masses.
Unit 2
MAGUS
PATRIARCH
Unit 1
BROOD BROTHERS
Unit 6
FORMATION:
1 Patriarch (genestealer brood optional)
1 Magus (genestealer hybrid brood optional)
2-3 Genestealer or Genestealer Hybrid units
3-6 Brood Brother units
3+ Brood Initiate units
Note: All units must come from the Genestealer Cults army list.
Unit 7
Unit 10
BROOD INITIATES
Unit 9
BROOD INITIATES
BROOD INITIATES
Unit 8
Genestealer Cults
Unit 4
GENESTEALER
HYBRIDS
Unit 5
BROOD BROTHERS
BROOD BROTHERS
GENESTEALERS
Unit 3
SPECIAL RULES:
“Watch for Civies”: All formation infantry units gain a 5+ cover
save on turn one. Cult vehicles cannot be selected as targets on
turn one unless they move, fire or no other target is in line of sight.
Jammers: The formation gains the Jammers strategic asset.
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